LudoScience

Serious games: definition and challenges Julian Alvarez, Sébastien Picot, Noé Cazin - 2016

Informations

Support : Conférences
Author(s) : Julian Alvarez, Sébastien Picot, Noé Cazin
Editor : Medialille, LILLIAD, La place de la bibliothèque dans l'innovation pédagogique
Date : 2016
Lang : Lang


Description

Serious games, definition and challenges

1) What is a serious game? What is gamification?

2) How does it relate to learning? What are the objectives? What are the specific features of serious games (alternative learning to traditional learning/accessibility, open to all/voluntary work)?

3) Types and uses of serious games (general framework)

4) The uses of serious games in libraries

- for users: acquire documentary research skills; know how to analyze and master information 

- for staff : The serious game as a heritage enhancement tool; The serious game as an active information resource in its own right; Concrete examples; A brief overview of what exists; Using serious games; Where to find free-access serious games? How to use them; 150 scientific culture serious games referenced (Universcience); Proposing projects and/or partnerships with students; Making your own serious game

5) History of the construction of a serious game at Lille 1


Keywords : Serious game, Library, Definition, Serious Gaming, Serious Modding, Serious Diverting